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Zeraphia

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Everything posted by Zeraphia

  1. I agree with you. I've demonstrated mathematically how they just do NOT compare to these ATs and that the other poster is obviously comparing completely IO'd builds to others with SO builds or really poorly built toons based on strictly the inherent base defense/resistance/HP they're given. His point about going mob to mob being the "clean up crew" for the actual Blaster nukes isn't a false statement and then seeing the damage you barely do to the mobs after the actual blaster comes by is... sad... To say the least, no one on the team is impressed. The way the poster above phrased it was harsh, I agree I do not condone that, but I do not agree with his points. The numbers just flat out do not agree with him at a base level, sure if there is heavy -res debuffing or +def/res from defenders there is a difference, but for the "bare bones," he's not wrong about the nukes being somewhat pathetic in comparison to the Blaster and the AT as a whole needing a damage buff. "an AT that has access to shields and self-heals will never, ever be allowed to do blaster level damage," Scrappers exist and already have these advantages, and it is right to compare them because they both have an attack-based primary and a defense-based secondary and they have the closest survivabilities (I would say Stalkers but Stalkers are a lot different in how they survive). Blasters deal ranged damage, they don't get a secondary to help them take damage, but they still get resistance/defense from the epic/patron pool and tough (you can get ranged defense and capped S/L res, especially once this new Bombardment IO comes in granting you an easy 3.75% range defense and 2.25% S/L AND 6.25% recharge...) Is it as good as the entire secondary the Sentinel gets? Obviously not but honestly not that far of a gap all things considered. At the end of the day, these two BOTH get access to a form of defense. I do not think giving them both competitive decent damage numbers is "outlandish" or "unbalanced" because the blasters an armor set and tough/weave and these new IO's that significantly help them. Have you ever considered that if a Blaster trades such "extreme" levels of survivability that maybe they're just a generally underpowered AT, compared to the Scrapper which does get the better numbers in both damage and defense? Yes, they get a nuke, but are their nukes really that impressive if they base a base cooldown of over 120 seconds (for most sets) and still don't dent a boss half health or more most the time? Their ST is shown to not be as competitive as Scrapper and Stalker most of the time now anyways. Sincerely, buffing up Blaster damage would not be a bad idea. Also, comparing it to the VEATs EATs, is a not a great comparison for a multitude of reasons: 1. Warshades get a Blaster-level or just slightly under Blaster-level actual nuke. They get a permanent double Mire (more than Gaussian's + Aim), they get also capped (85% - 10% over the base for Sentinels along and only 5% under the Tanker cap) with perma-eclipse. How does an AT with an almost permanent 200% damage buff, higher base damages, an actual nuke, and an 85% to every single resistance in any way shape or form compare even closely to the Sentinels (edit: I see how this may have came across, I was meaning to bring up points to demonstrate the divide, I wasn't meaning to personally attack you, I am truly sorry if it has come off this way, I was trying to be "funny" and I guess real life humor versus online text is different...)? Their ST is leaps and bounds better because of the way they can create minions. This is another example of an AT that has "blaster-level damage" and has "shields and self-heals." I'm already seeing the "well WS require bodies," if you're given the chance, wouldn't trade all those perks to relying on bodies? Speaking of not relying on bodies... There is a variation that doesn't rely on bodies whatsoever! 2. PB's are almost the same deal as the Warshades, they just don't have the maxed out resistance to Psionics but everything else is maxed and they get extremely high HP with one of their click powers and they also receive the same 85% cap. They get an actual nuke. They don't get the exact same Soul extraction that a WS does, but the Photon Seekers are beefy to say the least, they also don't get quite the same damage % double mire madness that WS do, but they get a permanently reliable BU power that doesn't rely on any enemies whatsoever. 3. Comparing a Crabbermind to a Sentinel, is not a fair comparison due to the fact at that point, they're basically a specialized version of the "jack-of-all-trades" the Sentinel wishes it could be. - Bane? Eh, I'm not too familiar with this one but I'm going to hazard to say that most won't pick the Bane playstyle over how good the Crab is unless you endearingly hate the backpack or really want a watered-down Stalker. 4. Night Widow does far higher ST, does have to be in melee, but gains SR-level (minus the DDR which I will say is a big disadvantage), can provide MUCH BETTER team benefits, I'm talking over 20% defense to your team, and very high +dmg off of its toggles + leadership... It may not get the "nuke" but it gets just about everything else. - Fortunata actually completely outclasses the AT on almost every level, it gets in addition to much better team benefits, an actual blaster-level nuke in Psychic Wail (250 Blaster 222 Fort), gets controls which the Sentinel can only access weakened version through the Epic pools, and they also gets the Widow attacks to make them deal more damage than what the Sentinel gets, and they follow up, with enough recharge, to give them more than the Aim does. (Edited post because I was up really late and I do not think this was the greatest way to phrase my points on this, and I really don't want people to feel attacked that was never my intention, I just wanted to bring up some very glaring differences I wished to highlight)
  2. 10% of your max health, usually will get to around 20% of your max health once IO's are factored. This usually works out to around 380 health back.
  3. Thanks so much for the fix on the pets! Bless you and the team for your committed hard work!
  4. Rad has offensive aspects, it has -res and gives +dmg from accelerated metabolism (although herding people to get it is a pain) Nature has definitely an offensive aspect, it gives a hefty +dmg bonus in one of its key powers Emp yea I agree even though it technically has Fortitude for +dmg
  5. I still think TW/Bio is top tier but I can definitely say this is a close 2nd only because it is still going to be about 20 seconds recharge on DC with radius of 8 whereas TW is always ready to pound with AoD + Whirling and better ST, but I can absolutely see this being a spawn nuker to ground enemies up and basically farm the game.
  6. My only thought that I don't understand is why it is Dark Melee got the immense buff whereas Energy Melee, classically described as the all-time-worst melee set for its extremely long animation times and less-than-stellar AoE was unaffected by this patch. It could be that it will take more time or have to use a different animations, but I am genuinely curious as to why this particular set is not getting the recognition it deserves.
  7. I have nothing to really add to this thread other than to please kindly emphasize the need for the proc's on the Buildup for Gaussians/Soulbound to be fixed.
  8. Numina I don't find bad at all, if you're on a well-prepared team (and either assign zones or tell people 1 zone per person), the chances are it's not going to be that bad, now a Rikti invasion can happen in Faultline... well that sucks but overall it's not TOO arduous. Honestly, I find this TF to be quite fun. Posi 1 and 2 can honestly be such pains. I'm genuinely surprised no one mentions them. The Force Field Ruin Mage bosses with those damned -tohit ghosts can make a cascading failure almost as bad as the Cimmies do. They can make themselves neigh-unkillable. I've been on probably 3 Posi 1's where there were tons of Ruin Mages came out from the hall all at once and ruined the team and people gave up hunting for them and the TF was failed. Not to mention you get probably 20-30% of your total powers in this. Synapse is just boring and long, I dread it each time and it is unfortunately a strict requirement for the accolade. Because of this, I hate it dearly. I rank this #1 solely due to the fact it is so long, boring and *required*. Augustine is another extremely boring weird one that unless you have explored all the Shadow Shard (takes around an hour or more) you won't know which points the Islands are. It takes legitimately forever to finish this TF. It is by far the worst Shadow Shard one. This is the longest and most boring and would be #1, however, it isn't required so I rank it less than Synapse. #2. Citadel isn't so bad to me, good exp, not too long, you get your nukes and good AOEs, I actually kinda love it, probably best exp or inf/hour out of all of the required accolade ones. Quarterfield is long, you know that going into it, but you get your powers in it. The merits are actually decent. Experience is decent. It really isn't too bad if you go in with that mindset.
  9. In a solo environment maybe, but on a team, not necessarily, 20+ seconds on a recharge for a T9 isn't going to be mob to mob on teams, on efficient ones, maybe 1 out of every 2 mobs, on a hyper-efficient team, maybe 1 out of 3 mobs. Most defenders can guarantee their debuffs/buffs on demand for every single one of those mobs which is a lot different.
  10. Target cap was raised, recharge time was increased for Shadow Maul, and yes the damage did take a hit, but the AOE was much expanded and hits far more targets, it is a REAL aoe now, but honestly I'd much rather have the revised version than the former.
  11. Has gone live yet but Dark Consumption changed from a cooldown of 180s to 90s, and does the damage equivalent of Lightning Rod. Also Shadow Maul had its arc increased from 45 degrees to 120 degrees. Basically, its AOE has improved quad-fold.
  12. I highly recommend TW/Bio Scrapper and Ice/TW Tanker. Bio's absorb and adaptation make the Scrapper extremely durable by bypassing their HP cap with the absorb and making them feel like they're not even taking damage at all. Ice's high HP due to Hoarfrost feels wasted a lot on Scrappers because they can only get so high, whereas the Tankers can get to 3.6k easily with it, ice also provides a ton of taunt for the tanker. Not the greatest for a Scrapper.
  13. This is a lot better of an argument than I've seen from many people, I must say I applaud you and thank you for taking the time to dissect this. I appreciate helpful comments such as these that either show me something I haven't learned before or genuinely bring new points of discussion. It can be debatable, but for the most part what you are saying is true, but does the recharge time along with the potential to hit the same amount of targets make up for that fact? Within the 4 times since the Sentinel mini-nuke power recharges could you have hit 10 or more targets? Could you have done more damage with the PBAoE power by the time it recharged? Also there are plenty of situations this can apply to, say, ITF, any melee-based enemy, etc. You are correct I was looking at Inferno from fire blast and comparing how much damage that does vs. Sentinels and why for some reason even on Psychic Blasters the base of Psychic Wail reaches almost 1,000 while Sentinel lags with 400-500. I knew Inferno did more than other T9's for Blasters just wasn't sure how much. Are they really "massive overkill" or is it just another AT's way of clearing the minions/leis in seconds? There's so many ways now to just outright "nuke" a mob. Just about any AT can do this if you multiproc Spring Attack from the Leaping pool, won't be up mob to mob, but it will do enough for most to consider it a solid "nuke." Yes, because the point in the earlier post was that Sentinels absorb alphas better than Scrappers/Brutes when if they're built the same and chosen the same secondary, that just flat out won't be the case. Because when you both take Hover and both have capped ranged defenses, the only two other types of damage besides range which you're capped at that can hit you are very special typed position damages (hami/dominate (psionic special position typing)) or Targeted AoE. For instance, I have a range capped Blaster (Water/TA) who has only died a grand total of 3 times to either an iTrial AOE, or a group of Seers. Sure you could make a Sentinel to not die to either of those if you chose the correct secondary, but to not die to a few very special circumstances and maybe survive Psionics easier, is that really a wide gap? I personally do not think so but again, that can be an opinion. I didn't know that was rebalanced or how far the gap between Inferno vs other T9's was. I also thought Bruising still was in the game for Tankers, but that probably changed with the updates when they went live, ah well. I guess Sentinel does a very moderate debuff which lasts maybe 40% of a hard fight against one hard target, I hardly call that a viable win in base DPS or even helping a party especially when so much -res is being thrown around in most cases anyways. If it was up 100% of a hard target's life, well then I'd be really interested in it and I could 100% see the utility in that nor would I really think that would be "broken" by any means especially when Sentinel ST is what I am really arguing being improved (when you kill a mob with a sentinel, you still have to deal with the bosses that you've barely dented). I think I may have emphasized on the AoE points, but what I am mainly trying to drive is their ST is just lacking horrifically. Of course. But what seems striking to me is the Sentinel's Overcharge really base value 315 damage with 90 second recharge?! That DOES seem like a huge outlier amongst Sentinels and could be an actually "broken" set that will end up surpassing Blasters in a couple of circumstances. If anyone can confirm that it really does that, please let me know.
  14. Oh boy have the new changes for Dark Melee since this initial post made a world of a difference for that set...
  15. I never once stated my opinion was better, I said it wasn't so much of an opinion as it was looking straight at the numbers of what Sentinels have. 1. The 8' PBAoE vs the 20-25' PBAoE sounds so massive right? I'd agree except... as I've pointed out before... They both have the same 10 target maximum cap, that's also one of the lowest damaging PBAoE's in the possible Scrapper combinations. Bottom line, despite how wide it is, you're still hitting the same amount of targets. 2. What major debuff are you speaking of? The inherent "opportunity" is as far as I can tell single target and only after you've built up a Meter, unless you're speaking of a blast secondary effect (e.g. -tohit from dark blast) or a secondary effect to one of the Defense sets, I don't know what debuffing this does strictly on its own. 3. You slot the Crit Strikes ATO in a longer recharge power in a damaging aura, and it goes off like Christmas, ( 3 + 3, 6 + 6) you get 6% min/lei and 12% boss with the other ATO, this means your chances for crit AOEs is actually very high, enough for it to have crit probably once out of the four or more times the recharge on the Sentinel nuke would grant you. Stalkers get the criticals on demand from rehiding. No matter how flawed you see that, no matter how "situational" you can make it, the fact is it is just more useful and honestly more damaging over the duration of a fight than Sentinel's. 20 second recharges are still not always mob-to-mob, 4-5 seconds is very much so. This should be noted, this is *only* using the example of one very lackluster Scrapper AOE, not one of the better ones. Lightning Rod actually does flat out more damage although can't be crit than any of the nukes just on baseline damage. The Dark Consumption in beta currently makes Sentinel T9's look... sad... TW as a whole just totally blows Sentinels straight out the water. These are the "outliers" yes, but that's more than a few sets that do what these T9's if not better. Savage Melee's leap, shorter recharge, can actually be criticalled, does flat more damage. These sets almost all have a 100% damage buff buildup, the Sentinel gets a 50% one. Do you see the gaps here? Based on that, I think the T9 should get a bit of a buff, not quite blaster-level obviously, but maybe do 60-70% of what a Blaster's normal T9 does rather than 50% or less. 4. But that's how it is, you either can be in the thick of melee and deal more damage, or you can hover around, at which point if you're strictly hovering around the gap between Blaster built and IO'd vs Sentinel in survivabilities is not large by any means. 5. Yes and no, if you're hovering around and not in melee range whatsoever, while a blaster may still die to extreme AOE/situations the Sentinel may survive to some of said occasions, the gap in survivability because of positioning and defense on top of the resistance that blasters can still get actually isn't near as wide as you'd be made to believe. They start at the same HP, have the same def/res caps. I never said "they're so bad they can't solo anything" that was never a point of my post and nowhere did I say this, I have said however that their damage output takes a steep hit to the point where they're not as competitive as other ATs, they feel like they're trying to be a watered-down Blaster/Scrapper/Corruptor hybrid with a much worse inherent than the formers and weaker powers in all categories than the formers.
  16. These are anecdotes. Strict numbers (Bio Sentinel v. Bio Scrapper - base stats ONLY assuming no special adaptations): Sent Energy resistance: 3.5% - Scrapper Energy resistance: 2.8% Sent Negative resistance: 3.5% - Scrapper Negative resistance: 2.8% Sent Smashing resistance: 22.8% - Scrapper Smashing resistance: 22.5% Sent Lethal resistance: 22.8% - Scrapper Lethal resistance: 22.5% Sent Cold resistance: 3.5% - Scrapper Cold resistance: 2.8% Sent Fire resistance: 3.5% - Scrapper Fire resistance: 2.8% Sent Toxic resistance: 24.5% - Scrapper Toxic resistance: 22.5% Sent Psionic resistance: 4.2% - Scrapper Psionic resistance: 2.3% Sent Energy defense: 10.5% - Scrapper Energy defense: 11.3% Sent Negative defense: 10.5% - Scrapper Negative defense: 11.3% Sent Fire defense: 10.5% - Scrapper Fire defense: 11.3% Sent Cold defense: 10.5% - Scrapper Cold defense: 11.3% Sent Psionic defense: 10.5% - Scrapper Psionic defense: 5.6% Sentinel base HP: 1205 - Scrapper base HP: 1339 Sent Regen: 290% - Scrapper Regen: 290% (keep in mind the lower res numbers on Scrapper aren't 100% accurate given that Evolving armor does end up surpassing and giving scrappers unilaterally more resistance across the board) You sure can build both to be able to do that, but at the end of the day assuming both are built equally well and the same secondary chosen, a Scrapper will absorb an alpha better than the Sentinel would in every single case except for possibly Regen due to the differing absorb shield. The Scrapper will, in most combinations, out damage the Sentinel counterpart assuming both are equally slotted for it. Keep in mind, these are also the SCRAPPER numbers, not the BRUTE numbers you're speaking of which dwarf the Sentinel's. I can already see the "well Sentinels don't have to get into melee range, they can just Hover" argument coming at me from someone, at that point, you can cap ranged defense on a Blaster, have the same HP baseline and survive almost the exact same if you play/go for that due to Ranged defense just being the bread and butter of survivability with Hover. Sure, there are resistances, regeneration, absorbs, debuff resistances that Sentinels can access that Blasters can't, but the Blaster with ranged defense and Hover (assuming enemy doesn't do -fly, but even if it does, that means there's no benefit in terms of survival for Sentinels vs Scrapper there either) was near immortal at that point anyways, especially if they built resistances high as well, and Blaster vs. Sentinel damage I shouldn't even have to go into for why it's less damaging. For argument's sake I'll take a very underperforming AOE set for a Scrapper: Martial Arts' Dragon Tail base damage at 81.2 Sentinel's inferno (this is the highest damaging T9 that you can take besides Blizzard/Overcharge and it dishes out its total damage all at once) base damage: 173.9 If Martial Arts' Dragon Tail crits it has a baseline of 162.4... (with Scrapper ATO, critical strikes can be pretty "on demand") Take ANY other T9 from any other primary (besides Overcharge, Inferno, and Blizzard) Nova, Thunderous Blast, Hail of Bullets, Blackstar, AR, Archery, Psychic Wail, Atomic Blast, Dreadful Wail, and Geyser ALL deal less damage than the Dragon Tail AOE with crit. That is sad. The Scrapper's PBAOE usually in the 10-20 second cooldown baseline range does MORE DAMAGE with crit than all but 3 of the Sentinel T9's with over 4x the cooldown. This is also one of the most underperforming AOE sets for Scrapper possible, I'm not even trying to bring in sets like Rad Melee, Spines, or TW into the equation which will invalidate even the highest Sentinel damage T9 baselines.
  17. But Fire Blast's inferno is an outlier as well. I'm comparing outlier to outlier here, although maybe one outlier is moreso an outlier than another outlier, they're still outliers within the ATs. However, I said again in the post "just about any PBAOE the Scrapper has" from ANY set if it criticals deals more damage than these "nukes" and is up about 5x more often. I understand you lost some amount of damage for being both ranged, and given a defensive primary, but it makes the Archetype relative to EVERYTHING else not competitive. A sentinel is not made to specifically defend a team, it doesn't deal the same damage as a Scrapper or Stalker, it does around the damage a Tanker does and has 1/4 the survivability. Bottom line: the post wasn't to point out TW in specific, it was relative to EVERYTHING ELSE it is not competitive. But this isn't about "differing opinions." This isn't about how "impressive" it is, it is about how competitive the AT actually is and the numbers backing it. The fact is that Sentinel damage is legitimately at Tanker-levels for 1/4 the survivability and almost 1/2 the Scrapper-level damage with less range than all other ranged ATs along with probably the objectively 2nd worst inherent mechanic (cake topper is starting out VEATs that only attain the recovery/regen bonus that I don't notice but these easily gain better tools later on with inherents that are much better). There's no "opinion" about it other than the fairly objective opinion that the inherent is one of worst. I am not vehemently opposed to people finding certain aspects of the AT "impressive" but if you look beyond the very high damage pricetag you paid for the short cooldown "mini-nuke," the Sentinel is very arguably and numerically inferior to Scrapper, Tanker, Stalker, Defender, Corruptor, Brute and Blaster (especially late game) on a multitude of levels just by default strict numbers in survivability/DPS/target caps. This becomes especially true if Stalkers/Scrappers/Tankers/Brutes receive the new revision to the Dark Consumption featured on beta, which actually deals more damage than the Sentinel nuke can possibly and they all each have better survivability numbers. Am I being "harsh" and possibly "unfair" in these assessments? Maybe to you, but that is how the meta is and how it compares now to other AT who completely outclass everything Sentinel is/does and I think every AT deserves its place to be special at what it does and I think Homecoming and the former team did a wonderful job at giving every AT something distinguishable and beneficial for a team or solo environment, this AT is just flat in comparison and doesn't do anything another AT can't with better things attached to it and that is factual by looking at the hardcore numbers.
  18. I looked into his build and mine is relatively similar, mine ends up capping S/L/E w/ barrier and having higher resists, my cooldowns are very slightly longer, but not anything drastic. There is more proc potential in certain places, feel free to look over both builds and determine which feedback you'd like to implement 🙂 Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Neverburn: Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Temporal Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flares -- Apc-Dam%(A), Apc-Dmg/EndRdx(3), Apc-Dmg/Rchg(9), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(11) Level 1: Time Wall -- Acc-I(A) Level 2: Fire Ball -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Rchg/Dmg%(5), SprBlsWrt-Acc/Dmg/EndRdx(7), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(7) Level 4: Hasten -- RechRdx-I(A) Level 6: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), BlsoftheZ-Travel(36), BlsoftheZ-Travel/EndRdx(37) Level 8: Fire Breath -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(9), Rgn-Dmg/Rchg(15), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(13) Level 10: Chronos -- GssSynFr--Build%(A) Level 12: Aim -- RechRdx-I(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(15) Level 16: End of Time -- Obl-Dmg(A), Obl-Acc/Rchg(21), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(25), Obl-%Dam(17), Obl-Acc/Dmg/Rchg(17) Level 18: Blaze -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Rchg/+Status Protect(21), SprDfnBrr-Dmg/Rchg(34), SprDfnBrr-Acc/Dmg/Rchg(23), SprDfnBrr-Acc/Dmg/EndRdx(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(27) Level 20: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(37) Level 22: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam(23), Ags-ResDam/EndRdx(40), Ags-ResDam/Rchg(43), Ags-ResDam/EndRdx/Rchg(43) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/Rchg(27), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def/EndRdx(46) Level 26: Blazing Bolt -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Acc/Dmg(29), StnoftheM-Dmg/EndRdx(29), StnoftheM-Acc/ActRdx/Rng(31), StnoftheM-Dmg/ActRdx/Rchg(31), Dcm-Build%(46) Level 28: Temporal Healing -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(40), Prv-Heal(42), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(50) Level 30: Time Stop -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(39), BslGaz-EndRdx/Rchg/Hold(40), BslGaz-Acc/Rchg(48) Level 32: Inferno -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(39), LucoftheG-Def(43), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(50) Level 38: Time Lord -- GldArm-3defTpProc(A), UnbGrd-Max HP%(46) Level 41: Rain of Fire -- PstBls-Acc/Dmg(A), PstBls-Dam%(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(48) Level 44: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 47: Super Speed -- EndRdx-I(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(36), PrfShf-EndMod/Rchg(37) Level 50: Degenerative Total Core Conversion Level 50: Assault Radial Embodiment Level 50: Barrier Core Epiphany Level 1: Quick Form Level 50: Agility Core Paragon Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 0: Task Force Commander ------------
  19. - Softcaps S/L/E - Wonderfully proc-loaded - Great AOE and ST - Excellent Regen (near perma Drain Psyche) - Will solo AV's/GM's fairly easily - Nuke recharges in under 40 seconds - Near perma hasten Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Blaster Primary Power Set: Psychic Blast Secondary Power Set: Mental Manipulation Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mace Mastery Hero Profile: Level 1: Psionic Dart -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx(43), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(45), SprDfnBrr-Acc/Dmg(48), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/Rchg(48) Level 1: Subdual -- Empty(A) Level 2: Telekinetic Blast -- FrcFdb-Rechg%(A), SprWntBit-Rchg/SlowProc(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(3), SprWntBit-Dmg/Rchg(5), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Acc/Dmg/Rchg(7) Level 4: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Acc/Dmg/Rchg(9), Hct-Dam%(48) Level 6: Psychic Focus -- RechRdx-I(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Psychic Scream -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dmg/Rng(42), PstBls-Dmg/EndRdx(43), PstBls-Acc/Dmg(43), JvlVll-Dam%(34) Level 12: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(13), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/Dmg(15), StnoftheM-Dmg/ActRdx/Rchg(15), Dcm-Build%(17) Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(50), KntCmb-Dmg/Rchg(50), KntCmb-Dmg/EndRdx/Rchg(50) Level 16: Concentration -- GssSynFr--Build%(A) Level 18: Psionic Tornado -- FrcFdb-Rechg%(A), PstBls-Dam%(19), JvlVll-Dam%(21), ExpStr-Dam%(21), HO:Nucle(23) Level 20: Drain Psyche -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(23), NmnCnv-Heal/EndRdx(25), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(27), NmnCnv-Heal/EndRdx/Rchg(27) Level 22: Tough -- Ags-Psi/Status(A), GldArm-3defTpProc(29), StdPrt-ResDam/Def+(29), Ags-ResDam(33), Ags-ResDam/EndRdx(34), Ags-ResDam/Rchg(34) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), LucoftheG-Def/Rchg(31), LucoftheG-Def/EndRdx/Rchg(33), ShlWal-ResDam/Re TP(33) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(40), LucoftheG-Def/Rchg(42), LucoftheG-Def/EndRdx/Rchg(42) Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 30: Assault -- EndRdx-I(A) Level 32: Psychic Wail -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(45), SprBlsWrt-Acc/Dmg(45), SprBlsWrt-Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/EndRdx(46) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/Rchg(36), LucoftheG-Def/EndRdx/Rchg(37), Rct-ResDam%(37) Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg/EndRdx(39), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), FuroftheG-ResDeb%(40) Level 41: Vengeance -- LucoftheG-Def/Rchg+(A) Level 44: Telekinetic Thrust -- SuddAcc--KB/+KD(A) Level 47: Super Speed -- BlsoftheZ-ResKB(A) Level 49: Burnout -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Assault Core Embodiment Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally ------------ One thing to note before making this that I encourage you to read: particularly the "Psionic" section, Psionic is extremely resisted among certain enemy groups, be weary of this. However, if you love the concept and you like Psi, it is still indeed viable. Some notes about the build: - Telekinetic Thrust is not actually used, it is merely there to get the KB-> KD without having to slot into PsiNado/Telekinetic Blast. - You can choose whatever power you want at 49, I chose burnout strictly for a faster recharging double nuke from time to time situationally, you can easily pick another power you'd like more. - SS + Sprint allows you to be totally hidden at all times and stealth missions/avoid unnecessary battles.
  20. As nice as you make this sound, in reality, it's actually still not as competitive as you'd think. Yes, it can potentially do that, I grant you this, but at the same time, the nuke is actually kind of pathetic damage... really... I know it sounds odd but look at the game for what it is. You can deal the same damage on a Scrapper with a psuedopet no crit with LR and have ANOTHER "nuke" in SC. The stalker can do these same things, and the have BETTER ST. The Scrapper also receives better survivability, also achieves higher numerical values, and quite honestly if any Sentinel can do +4/x8, you can bet a Scrapper in 99% of cases can do the *exact* *same* *thing* and succeed at it waaaaaay better. Hell, Controllers can solo +4/x8. Dominators can actually speed clear somethings faster than you could even imagine. Defenders as well, tough, but they can be made to. Water by definition is the most AOE of any primary even if it doesn't hit the hardest, but I can tell you my Sentinel is fire/bio/psi, I proc'd out the hold, fire has by default the highest DPAs along with Bio Armor Offensive boosting that, and it still takes me a pathetic amount of time to kill a boss. In fact, there are a variety of combinations of Scrappers that deal regularly over what these "nukes" do, and they clean up bosses much better than the Sentinel, the 10 enemy cap is super lame. One such example is a TW Scrapper's Arc of Destruction (up 4x as often, very often does more than double what these nukes do). Almost every single Scrapper's PBAOE if it criticals does more damage than the Sentinel nukes. In reality, a Tanker can honestly clear the things that sentinels do in the same amount of time... and attain probably quadruple the survivability. The Tanker's reliable "Jab" T1 -30 res to enemy honestly does more and is 100% reliable vs. Sentinel offensive opportunity which does less -res, isn't even the Tanker's INHERENT mind you, and also has to build a whole METER to use it. Nothing counteracts the fact that the inherent is just terrible and this AT as a whole is just not *competitive.*
  21. You are correct, I just checked this, I still think that they're still in relatively the same rankings but possibly Thugs and Robots are now equal now. I don't think the rest changed too much.
  22. Res capped to S/L/E/N/F/C/P only thing not capped is Toxic Caps S/L/M Alpha is your choice The last 3 powers you can choose anything you want, I just went with what I felt "helped." This doesn't do amazing damage by any means but it is extraordinarily tanky. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Electric Armor Secondary Power Set: Dark Melee Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9) Level 1: Shadow Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(45) Level 2: Lightning Field -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(3), SprMghoft-Acc/Dmg(3), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(7) Level 4: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(48) Level 6: Static Shield -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13), StdPrt-ResDam/Def+(13) Level 8: Grounded -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(43) Level 10: Smite -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(43) Level 12: Shadow Maul -- Arm-Dam%(A), Arm-Dmg/EndRdx(36), Arm-Dmg(37), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(40) Level 14: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(15), Prv-Heal(15), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19) Level 16: Siphon Life -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(19), KntCmb-Acc/Dmg(21), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23) Level 18: Lightning Reflexes -- Run-I(A) Level 20: Kick -- FrcFdb-Rechg%(A) Level 22: Tough -- GldArm-3defTpProc(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(29), ShlWal-Def(33), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(34) Level 26: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31) Level 28: Soul Drain -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(31), ShlWal-Def(46), ShlWal-Def/EndRdx(46), ShlWal-Def/Rchg(46), ShlWal-Def/EndRdx/Rchg(48) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33) Level 35: Super Speed -- Run-I(A) Level 38: Midnight Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(40) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-Def(48), ShlWal-Def/EndRdx(50), ShlWal-Def/Rchg(50), ShlWal-Def/EndRdx/Rchg(50) Level 44: Conserve Power -- Empty(A) Level 47: Physical Perfection -- PrfShf-End%(A) Level 49: Energy Torrent -- FrcFdb-Rechg%(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(43) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  23. Dark/ as a primary is indeed viable and does fairly well, cold as well really is desired and the -regen from cold is absolutely enough for you to water it down. Lore will help you with some of the damage on super hard targets, there's lots of proc opportunities, this is a very viable solid combination for what you wish to do. Be warned though, it does not deliver the same kind of killing AOE potential without procs that the plant/storm will.
  24. I'd say this is moreso how it goes: 1. Thugs (there is going to be considerable debate on this one being picked #1 over robots, but I must say there is a reason, the enforcers give more defense overall than the robots, and they defend themselves, the robots do not. The damage they deal is considerably higher given how many procs they accept, they also get to put in buildup in enforcers AND bruiser because of the fact that the enforcers give tactics. They also have by far the best AOE, and damage can be spiked with Gang War, also Gang War allows excellent slotting opportunities. This set is a bit of a bloomer, but once it is IO'd and bloomed, it surpasses the others IMO.) 2. Robots (the robots are still well-loved and rightfully so. The T2 minions give force field buffs for only 1% off the double manneuvers of enforcers from the set above. The set is a definite late-bloomer, the Assault Bot gives excellent AOE burn patches and -regen so excellent AV/GM killer. The issue that this set suffers from is mainly just low base damage.) 3. Demons (this is an excellent choice as well. The demons give -res, which is extremely helpful for teams. The demons are sturdy with the res they're given, and with the right secondary can beat the other top 2 in a handful of their combinations. Demons also can accept excellent procs and shines really well as an easy-going set all around and not necessarily a late bloomer. There is a Gang War type of power this set receives so it makes slotting opportunities really open up.) 4. Beasts (this set is a "life's what you make of it" set. This set can perform really really poorly un-enhanced and can be very easily dismissed. It is a late bloomer, not as much as robots, but definitely so. The pets can actually accept a handful of wonderful procs including gaussian's in the T1 which with their crit strikes and later IO's make this actually a pretty great performer in some cases. Fortify pack can cap defenses pretty regularly, the minions themselves actually aren't bad. If you're willing to deal with a rocky start and make something very unique, this one may be for you!) 5. Necro (Necro isn't bad, just not a particularly "amazing" primary. It doesn't boost the same feats as the other ones, but the Lich does respond exceptionally well to the Clouded Senses proc, there are a couple of Achilles opportunities here as well, there is a 4th minion power type to help with slotting. Built right, this set is fine, it just doesn't "shine" as well as the other 4 already mentioned, although the minions can be kind of... slow!) 6. Ninjas (ninjas are tricky. They can be extremely damaging, they also get sliced through like paper. Their inherent defenses are not good, they're some of the absolute worst, they're also majority melee ranged, they do tend to die quite a bit more often than other sets. That said, you build this properly, and it responds nicely to procs, the minions are very damaging, and it can indeed "shine" it just needs a LOT of planning/building love and care to get there with this, I'd say 9/10 don't pick Ninjas unless you've really got a thought out build for them.) 7. Mercs (these are just dreadful. The medic may have been improved recently from his former "deathwish" to constantly suicide himself, but that was only the tip of the iceberg. Mercs have terrible base stats, they're some of the weakest minions, they die the 2nd easiest, they don't respond that well to procs, there is no 4th minion to help with slotting opportunities, please do not pick this.)
  25. I love my mind/psi dom. I HATE widows/fortunatas/NW's. The time before 38, yes I would prefer a Fort over a Mind/Psi, but beyond that, Mind/Psi all the way. Fortunatas do not get the magnitude benefit in their controls which IMO really hurts them quite critically. Mind gets a sleep that can PERMANENTLY "HOLD" an AV... Mind gets another AOE sleep that can HOLD ALL OF THE FREEDOM PHALANX AT ONCE... Mind also gets a FEAR to prevent enemies from hitting you unless you hit them first PERMANENTLY, with the Dominator ATOs, you can get ranged defense extremely high pretty easily and because of the control, you'll almost never die, actually you die LESS than the fortunata because of the immediate control on bosses. You have a much easier time mezzing AVs vs a Fort, you also have -500% regen as Mind/Psi over Fortunata therefore automatically making you a better AV/GM soloer. Psi Shockwave isn't what it used to be, but it can still be a damned good AOE power, there's 4 AOE procs that you can socket into it to make it deal almost what it used to be. There is always judgement to fill in your AOE damage gaps, there's also a variety of great epic pool selections that help the Mind/Psi quite nicely. The Sniper power in Mind really helps Mind/Psi reach similar DPS numbers vs Forts. There are much more interesting things you can do and fulfill critically needed roles as Mind/Psi over Forts I say +1 Mind/Psi any day.
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